Bias in News Sources
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
In groups, students will create a Digital Story which addresses a topic, theme or issue that is affecting them. All stages of production will be covered, including research, storyboarding their idea into a visual organizational layout, practicing capturing quality photographs and interviews, and finally weaving their Digital Story into a finished project using computer editing software.
I’m at the age where I say, ‘when I was younger…’ or ‘back in my day...’ far more than I expected to and it’s often about technology. I don’t know when this transition happened, but here I am. It just started to come out. I now frequently regale the kids with stories of yesteryear as every generation before me has done.
Looking for creative ways to integrate digital media literacy activities into your teaching practice? We've developed this calendar of special awareness days for educators to easily pinpoint opportunities to explore a variety of digital media issues while recognizing commemorative events throughout the school year. We've linked each awareness day to a list of free K-12 lesson plans, tip sheets and more teaching resources.
Level: Grades 9-12
About the the Author: Mathew Johnson, Director of Education, MediaSmarts
Duration: 2 1/2 to 3 hours, plus time for the assessment task
This lesson was produced with the financial support of Digital Public Square.
In this lesson, students learn about media as a source of information, and how this information is presented from a particular point of view.
In this lesson, students become aware of the idea of stereotyping and the role that stereotypes play in the stories and movies that they enjoy.
Now that we’re past the flurry of people posting about their January New Year’s resolutions (maybe some of them were realistic and easy to follow and some of them less so), it’s a good time to sit back and think about how we can start off a fresh year with intention, particularly when it comes to screen use.
In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.